Retch Plant (CR 3)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 12 (-2 size, -5 Dex, +9 natural), touch 3, flat-footed 17
Hit Dice: 5d8+25 (47 hp)
Fort +9, Ref -4, Will -3
Speed: 0 ft.
Space: 15 ft./0 ft.
Base Attack +; Grapple +
Full Attack: -
Special Attacks/Actions: Globes
Abilities: Str -, Dex -, Con 20, Int -, Wis 2, Cha 1
Special Qualities: Plant
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Climate/Terrain: Any warm land
Organization: Solitary or cluster (2-20)
Retch plants are unintelligent and do not fight. The only real danger from this plant is its nauseating fruit, and the creatures it may attract. At the start of an encounter, the globe palm will have 1d4+4 fruits.
Globes (Ex): Globe palm fruit is filled with a noxious fluid that causes creatures to retch. For every creature walking under a retch plant, there is a 20% chance that one of the globes will fall. If something makes solid contact with the trunk or otherwise shakes it (including running into it, attacking it, or trying to climb it), 1d4+1 of these fruit will automatically fall. When the globes strike the ground they burst, splashing their nauseating fluid over everything in a five foot radius. Those beings within five to nine feet of the fallen fruit can easily make a Reflex save (DC 10) to avoid being hit.
Any creatures splashed by this sticky, foul fluid will vomit and retch uncontrollably for the next three rounds, and will spend the next hour at 50% of their normal Strength. No saving throw is allowed for either of these effects, but constructs, undead, elementals, and plants are immune to these effects.
Also, the stench of this fluid can attract other creatures. Splashed victims and their possessions must be bathed in alcohol to remove this smell. This odor is discernable by all within a 50-foot radius, and this range is doubled for creatures with the Scent special quality. This odor persists for 1-4 hours unless removed as described above.